First mate—Each nonland card in your starting deck has the same name as exactly one other card in your starting deck. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Vigilance Whenever you cast a spell with the same name as a card in your graveyard, draw a card.
When Hold Captive enters, exile another target nonland permanent until Hold Captive leaves the battlefield. When Hold Captive enters, recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Reveal the top three cards of your library. Put up to one creature or Revelation card from among them into your hand and the rest into your graveyard. Coalesce {6}{G}(You may cast this from your graveyard for {6}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Hold Life in Taloned Grasp's power is equal to the number of cards in your graveyard.
Enchant creature Enchanted creature gets +2/+0. {2}{B}, Exile Hold Me Down from your graveyard: Return target creature card from your graveyard to your hand.
If you have less life than an opponent, you gain 2 life. If you control fewer creatures than an opponent, create a 1/1 colorless Construct Actor creature token. Compose (Then if you cast this from your hand, exile it and create a Saga token with “r3—You may cast a copy of this card from exile without paying its mana cost.”)
As Holdsteady Engine enters, choose a card name. Cards with the chosen name entering the battlefield don't cause abilities to trigger. Activated abilities of cards with the chosen name can't be activated unless they're mana abilities.
When Hollow Hooligan enters, up to two target creatures can't block this turn. Mirage {1}{R}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
Hollow Queen can't be blocked by tokens. Whenever Hollow Queen deals combat damage to a player or planeswalker, you may remove a counter from a permanent you control. If you do, put a +1/+1 counter on target creature you control.
Trample Hollow Survivor's power and toughness are each equal to the number of cards in your hand. Whenever Hollow Survivor deals combat damage to a player, draw a card.
Hollowghast, the Iron Phantom enters with three +1/+1 counters on it. If damage would be dealt to Hollowghast, prevent that damage. Remove a +1/+1 counter from Hollowghast.
“It's not a pleasant experience to fight a foe who knows you won't be able to kill him.” —Syr Illan, Hethwyr's Spear
Flying, deathtouch Revive {3}{B}({3}{B}, Exile this card from your graveyard: Create a token that's a copy of this card, except it has no mana cost. Activate this ability only any time you could cast a sorcery.)
At the beginning of your upkeep, put a crop counter on Homestead. {G/W}, Remove a crop counter from Homestead: Put a +1/+1 counter on target creature. {G/W}, Remove three crop counters from Homestead: Put a +1/+1 counter on each creature you control.
Defender, deathtouch Homestead Watcher gets +2/+0 and can attack as though it didn't have defender as long as you control another creature with defender.
Until your next turn, X target creatures you control gain “Whenever this creature deals combat damage to a player, draw a card” and “{1}: Return this creature to its owner's hand.”
In the old world, they'd gather every weekend for games of deduction. Now, they train their wits for greater stakes.
Target creature you control fights another target creature. Inscribe {3}{G}({3}{G}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
When Honey Pot enters, create two 1/1 black Demon enchantment creature tokens with breach and “This creature can't block.” (Whenever it deals combat damage to a player, you may have it become an Aura Curse until your next turn. Attach it to that player.) Whenever a Curse you control becomes attached to an opponent, that player loses 1 life and you gain 1 life.
{T}: Add {C}. Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.)